source-engine/game/client/portal/c_func_liquidportal.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_FUNC_LIQUIDPORTAL_H
#define C_FUNC_LIQUIDPORTAL_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "PortalRender.h"
#include "Portal_DynamicMeshRenderingUtils.h"
#include "ScreenSpaceEffects.h"
class CPortalRenderable_Func_LiquidPortal : public CPortalRenderable
{
public:
virtual void DrawPreStencilMask( void );
virtual void DrawStencilMask( void );
virtual void DrawPostStencilFixes( void );
virtual void RenderPortalViewToBackBuffer( CViewRender *pViewRender, const CViewSetup &cameraView );
virtual void RenderPortalViewToTexture( CViewRender *pViewRender, const CViewSetup &cameraView );
void AddToVisAsExitPortal( ViewCustomVisibility_t *pCustomVisibility );
virtual bool DoesExitViewIntersectWaterPlane( float waterZ, int leafWaterDataID ) const;
virtual SkyboxVisibility_t SkyBoxVisibleFromPortal( void );
bool CalcFrustumThroughPortal( const Vector &ptCurrentViewOrigin, Frustum OutputFrustum, const VPlane *pInputFrustum = NULL, int iInputFrustumPlaneCount = 0 );
virtual const Vector& GetFogOrigin( void ) const;
virtual void ShiftFogForExitPortalView() const;
virtual bool ShouldUpdatePortalView_BasedOnView( const CViewSetup &currentView, Frustum currentFrustum ); //portal is both visible, and will display at least some portion of a remote view
virtual CPortalRenderable* GetLinkedPortal() const;
virtual bool ShouldUpdateDepthDoublerTexture( const CViewSetup &viewSetup );
virtual void DrawPortal( void ); //sort of like what you'd expect to happen in C_BaseAnimating::DrawModel() if portals were fully compatible with models
virtual void GetToolRecordingState( bool bActive, KeyValues *msg );
virtual void HandlePortalPlaybackMessage( KeyValues *pKeyValues );
void DrawOutwardBox( const IMaterial *pMaterial = NULL );
void DrawInwardBox( const IMaterial *pMaterial = NULL );
void DrawInnerLiquid( bool bClipToBounds = true, float fOpacity = 1.0f, const IMaterial *pMaterial = NULL ); //quads in front of camera clipped to box dimensions
float GetFillInterpolationAmount( void );
bool IsFillingNow( void );
void UpdateBoundingPlanes( void );
float m_fFillStartTime;
float m_fFillEndTime;
Vector m_vAABBMins;
Vector m_vAABBMaxs;
float m_fBoundingPlanes[5][4]; //top is highly variable and therefore not actually stored
CPortalRenderable_Func_LiquidPortal *m_pLinkedPortal;
};
inline float CPortalRenderable_Func_LiquidPortal::GetFillInterpolationAmount( void )
{
if( m_fFillEndTime < gpGlobals->curtime )
return 0.0f;
return ((gpGlobals->curtime - m_fFillStartTime) / (m_fFillEndTime - m_fFillStartTime));
}
inline bool CPortalRenderable_Func_LiquidPortal::IsFillingNow( void )
{
return ((m_fFillEndTime >= gpGlobals->curtime) && (m_fFillStartTime <= gpGlobals->curtime));
}
class C_Func_LiquidPortal : public C_BaseEntity, public CPortalRenderable_Func_LiquidPortal
{
public:
DECLARE_CLASS( C_Func_LiquidPortal, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_Func_LiquidPortal( void );
~C_Func_LiquidPortal( void );
virtual bool IsTransparent( void ) { return true; };
virtual bool UsesPowerOfTwoFrameBufferTexture() { return true; };
virtual int DrawModel( int flags );
void ComputeLinkMatrix( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
CHandle<C_Func_LiquidPortal> m_hLinkedPortal;
};
class CLiquidPortal_InnerLiquidEffect : public IScreenSpaceEffect
{
public:
CLiquidPortal_InnerLiquidEffect( void );
void Init( void ) { };
void Shutdown( void ) { };
void SetParameters( KeyValues *params );
void Render( int x, int y, int w, int h );
void Enable( bool bEnable ) { m_bEnable = bEnable; };
bool IsEnabled( void ) { return m_bEnable; };
private:
bool m_bEnable;
public:
C_Func_LiquidPortal* m_pImmersionPortal; //portal that did the filling + teleporting
bool m_bFadeBackToReality;
float m_fFadeBackTimeLeft;
static const float s_fFadeBackEffectTime; //how long the effect should take
};
#endif //#ifndef C_FUNC_LIQUIDPORTAL_H